| Index: src/core/SkShadowShader.cpp
|
| diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
|
| index 49f1b01b32bed14bec12782e514cbe5fa02f3a40..b1f49b851d775877d6c711db3089a5456abf44a6 100644
|
| --- a/src/core/SkShadowShader.cpp
|
| +++ b/src/core/SkShadowShader.cpp
|
| @@ -111,24 +111,23 @@ public:
|
| const SkShadowParams& params,
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| GrContext* context) {
|
|
|
| - // fuse all ambient lights into a single one
|
| - fAmbientColor.set(0.0f, 0.0f, 0.0f);
|
| + fAmbientColor = lights->ambientLightColor();
|
|
|
| fNumNonAmbLights = 0; // count of non-ambient lights
|
| for (int i = 0; i < lights->numLights(); ++i) {
|
| - if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
|
| - fAmbientColor += lights->light(i).color();
|
| - } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
|
| + if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
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| fLightColor[fNumNonAmbLights] = lights->light(i).color();
|
| - if (lights->light(i).type() == SkLights::Light::kPoint_LightType) {
|
| - fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
|
| - fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity();
|
| - } else {
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| +
|
| + if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) {
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| fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
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| fLightIntensity[fNumNonAmbLights] = 0.0f;
|
| + } else if (SkLights::Light::kPoint_LightType == lights->light(i).type()) {
|
| + fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
|
| + fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity();
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| }
|
| +
|
| fIsPointLight[fNumNonAmbLights] =
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| - SkLights::Light::kPoint_LightType == lights->light(i).type();
|
| + SkLights::Light::kPoint_LightType == lights->light(i).type();
|
|
|
| SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
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|
|
| @@ -697,27 +696,28 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
|
|
|
| SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
|
| // This is all done in linear unpremul color space (each component 0..255.0f though)
|
| +
|
| + accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGetR(diffColor);
|
| + accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGetG(diffColor);
|
| + accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGetB(diffColor);
|
| +
|
| for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
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| const SkLights::Light& light = lightShader.fLights->light(l);
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|
|
| - if (SkLights::Light::kAmbient_LightType == light.type()) {
|
| - accum.fX += light.color().fX * SkColorGetR(diffColor);
|
| - accum.fY += light.color().fY * SkColorGetG(diffColor);
|
| - accum.fZ += light.color().fZ * SkColorGetB(diffColor);
|
| - } else if (SkLights::Light::kDirectional_LightType == light.type()) {
|
| + if (SkLights::Light::kDirectional_LightType == light.type()) {
|
| // scaling by fZ accounts for lighting direction
|
| accum.fX += light.color().makeScale(light.dir().fZ).fX *
|
| - SkColorGetR(diffColor);
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| + SkColorGetR(diffColor);
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| accum.fY += light.color().makeScale(light.dir().fZ).fY *
|
| - SkColorGetG(diffColor);
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| + SkColorGetG(diffColor);
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| accum.fZ += light.color().makeScale(light.dir().fZ).fZ *
|
| - SkColorGetB(diffColor);
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| + SkColorGetB(diffColor);
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| } else {
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| - // TODO: do point lights for raster, currently treated like ambient
|
| accum.fX += light.color().fX * SkColorGetR(diffColor);
|
| accum.fY += light.color().fY * SkColorGetG(diffColor);
|
| accum.fZ += light.color().fZ * SkColorGetB(diffColor);
|
| }
|
| +
|
| }
|
|
|
| result[i] = convert(accum, SkColorGetA(diffColor));
|
|
|